Tired Annihilation 0.07 Saboteur Bug - Page 2

Tired Annihilation 0.07 Saboteur Bug

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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

1. I'll take a look at it, but I'm not seeing the problems that Maelstrom
is describing (example: that test line that I posted works fine).

2, UnitDamaged() is a standard call-in.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

IImo, it would be better for the commando to uncloak during the planting process.

Unless you stack your home base with defences, he can pretty much destroy an entire base un-noticed, which seems unfair.

That or give him a large enough de-cloaking radius that makes it difficult for him to move around so freely.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Post by jK »

jK wrote:...
PS: I said Tired, that the script is still beta. ...
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